POV-Ray : Newsgroups : povray.binaries.images : Ship + UV : Re: Ship + UV Server Time
9 Aug 2024 19:43:15 EDT (-0400)
  Re: Ship + UV  
From: JS
Date: 18 Dec 2004 18:45:31
Message: <pan.2004.12.18.23.42.49.937563@spammers.allowed>
On Fri, 17 Dec 2004 13:30:41 -0600, Shay wrote:

> m1j wrote:
>> 
>> None of the UV programs seems to build the polygons to proportion. Like
>> you, I am in search of a UV mapping/editing program that works like I
>> want it to. I am even contemplating writing one.
> 
> Out of curiosity, how would you overcome this (out of proportion)? I have
> never used a uv mapping program, but the screen shots I have seen look
> like the program tries to lay out areas of triangles flat (requires
> stretching) so that a map can be drawn over them. Not distorting the
> triangles would mean that no more than a few triangles could be laid flat
> with their edges touching. Best case would be strips, which would require
> very careful construction of your model.
> 
>   -Shay

If you are trying to put a pre-drawn 2D texture onto a 3D model, then
there will always be distortion - it's simply impossible to avoid it
(which is why Earth maps often appear pretty weird). On the other hand, if
you're making a texture specifically for this object, then the most
logical way would be to display the 3D object, give the user a set of
normal paint tools, and then map each pixel on the screen into the point
of 3D model's texture that is currently being shown under it.

In other words, a paint program that lets you draw onto 3D objects, rather
than a flat canvas.

Of course, I've never done UV mapping, so this comment propably contains
some foolish errors...


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